Search found 503 matches

by coppercoil
Fri Dec 06, 2024 11:30 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections

BraveCaperCat wrote: Fri Dec 06, 2024 10:41 am I'd call it the S-Junction because the elevated rails almost make an S shape.
$-junction 8-)
by coppercoil
Fri Nov 22, 2024 7:15 pm
Forum: Not a bug
Topic: [2.0.13] Bitter attacking rocks
Replies: 8
Views: 591

Re: [2.0.13] Bitter attacking rocks


Once a target has been acquired it sticks to it until dead or no longer valid. To do anything else would mean constant scanning for new targets which will waste CPU time in 99%+ of the cases.
No need to scan for new targets, the character can emit a signal "wake up, im here" for enemies within a ...
by coppercoil
Fri Nov 22, 2024 6:40 pm
Forum: Not a bug
Topic: [2.0.13] Bitter attacking rocks
Replies: 8
Views: 591

Re: [2.0.13] Bitter attacking rocks

Rseding91 wrote: Tue Nov 05, 2024 4:50 pm There's nothing else to respond to.
coppercoil wrote: Mon Nov 04, 2024 10:48 pm Shouldn't they switch to a character if passing nearby?
I think that an uncovered character standing next to a biter is a higher priority target than rock. Could you respond whether this statement is meaningful when describing behavior of the biters.
by coppercoil
Sat Nov 16, 2024 4:21 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections


maybe we should also show the score in everything test besides it?

I think, no :). If trains use U-turns frequently, it means there is something wrong with a railway. U-turns should be a rare exception, this is why I didn't try to make them fast. Of course, there should not be any deadlocks ...
by coppercoil
Mon Nov 11, 2024 11:18 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections


Yes, I can rename. Both the intersection you posted deadlock. For intersections with U-turns, they should be tested with the Everything test. Actually so does the first one you posted, so I'll take them off the site untill they don't deadlock.

I fixed my intersections. I updated images and ...
by coppercoil
Mon Nov 11, 2024 1:18 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections

Factoriointersection wrote: Mon Nov 11, 2024 1:12 pmI show it in this video.
https://www.reddit.com/r/factorio/comme ... testbench/
Thank you, I found it. That button is almost invisible to me :D. Please consider making a large dedicated button on the Control Panel.
by coppercoil
Mon Nov 11, 2024 1:09 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections

Factoriointersection wrote: Mon Nov 11, 2024 12:10 pm In settings you can choose between "Testbench forum test" or "Everything test".
I still don't get, where are these settings, which mod? Is there some url explaining these particular settings?
by coppercoil
Mon Nov 11, 2024 10:16 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections

Factoriointersection wrote: Mon Nov 11, 2024 7:26 amFor intersections with U-turns, they should be tested with the Everything test.
What is Everything test?
by coppercoil
Sun Nov 10, 2024 11:29 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections

I mostly use "T" intersections, I made these compact and symmetrical. Like all my real-game intersections, they support U-turns.

For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersections were also tested for U ...
by coppercoil
Wed Nov 06, 2024 2:31 pm
Forum: Balancing
Topic: Increase spoilage timer
Replies: 15
Views: 3374

Re: Increase spoilage timer

mmmPI wrote: Wed Nov 06, 2024 2:20 pm
Of course, we expect some discussion here.
Or, this topic may be just N+1 voice saying "Gleba is too hard". There already are many discussions about that. I'd just like to ask more one question: are most players as skilled as those who say "Actually Gleba is good"?
by coppercoil
Wed Nov 06, 2024 2:11 pm
Forum: Balancing
Topic: Increase spoilage timer
Replies: 15
Views: 3374

Re: Increase spoilage timer



While you are correct in saying that people may be unaware of the setting, posting a topic in "Balancing" doesn't mean "too hard for me", it means "may be too hard for most players." This implies correcting the default setting, not just the ability to set individual settings.
by coppercoil
Wed Nov 06, 2024 1:08 pm
Forum: Balancing
Topic: Increase spoilage timer
Replies: 15
Views: 3374

Re: Increase spoilage timer

mmmPI wrote: Wed Nov 06, 2024 1:01 pm there is an ingame setting during map generation to increase the spoilage time
"Balancing" is about the changes that may work better for all players with the default setting. Extreme players can reduce this setting for themselves.
by coppercoil
Tue Nov 05, 2024 2:49 pm
Forum: Not a bug
Topic: [2.0.13] Bitter attacking rocks
Replies: 8
Views: 591

Re: [2.0.13] Bitter attacking rocks

It seems the devs stop responding once topic has been moved to "not a bug" :(
by coppercoil
Mon Nov 04, 2024 10:48 pm
Forum: Not a bug
Topic: [2.0.13] Bitter attacking rocks
Replies: 8
Views: 591

Re: [2.0.13] Bitter attacking rocks


Thanks for the report however that is working as intended. They will attack anything that is not their own that's in the way. In this case the rock got in the way so they will remove it.

Got the same issue. Shouldn't they switch to a character if passing nearby? I got a busy biter that ...
by coppercoil
Mon Nov 04, 2024 7:47 pm
Forum: Ideas and Suggestions
Topic: Add more decimal places in assembler tooltip
Replies: 11
Views: 1144

Re: Add more decimal places in assembler tooltip

xargo-sama wrote: Tue Oct 22, 2024 3:16 pm I will be upfront about this, unless someone shows me a compelling way to fit more digits in there without bleeding out of the icon space
Exact numbers (per second and per minute) can be showed elsewhere, say, by pressing a button here:
ExactNumbers.jpg
ExactNumbers.jpg (44.83 KiB) Viewed 907 times
by coppercoil
Sun Nov 03, 2024 4:44 pm
Forum: Railway Setups
Topic: 2.0 Intersection Compendium
Replies: 59
Views: 56880

Re: 2.0 Intersection Compendium

Maelstromeous wrote: Sun Nov 03, 2024 1:50 pm Slightly off topic but how are you guys getting the stats for your intersection throughputs like in the image here?
There are mods for that: RailTester and Testbenchcontrols
by coppercoil
Thu Oct 31, 2024 10:52 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 477
Views: 274211

Re: 3 and 4 way intersections

I designed an intersection that allows U-turns without a roundabout. I need the U-turns for a character train that runs here and there.

For the scoring, I run Testbench Forum Test that does not include U turns as they are not optimized and should be used rarely, though intersection was also tested ...
by coppercoil
Wed Oct 30, 2024 11:02 am
Forum: Gameplay Help
Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
Replies: 6
Views: 1241

Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?

In your setup you need a chain signal before the split if you seek for the best performance. The train should wait before the split because it is not known which branch will be free first.
by coppercoil
Thu Oct 24, 2024 1:23 pm
Forum: Ideas and Suggestions
Topic: Ghost entities in 2.0 are hard to distinguish
Replies: 11
Views: 1157

Re: Ghost entities in 2.0 are hard to distinguish

Possible solution: color differences (not all colors) can be expressed stronger in a blueprint.
For this, need to calculate average colors for all assemblers (inserters, chests etc), calculate difference with the required assembler type for each pixel. Larger difference -> larger opacity in the ...
by coppercoil
Mon Oct 21, 2024 9:50 pm
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 56787

Re: Version 2.0.7

boskid wrote: Mon Oct 21, 2024 9:43 pm There is a console command, `/editor`, really powerful stuff.
Phew... But still, this is not obvious for unaware player. Should he be a hacker to become a god? :D

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